Glenn Maynard
910047ac31
cleanup
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make checkpoint max combo work
2007-04-07 00:20:36 +00:00
Glenn Maynard
e0c23a48c7
track checkpoints hit per hold; LetGo if missed any
2007-04-07 00:03:09 +00:00
Glenn Maynard
8c36383c76
working on finishing checkpoint holds:
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track checkpoints missed and hit
allow it to inlfuence the life meter
2007-04-06 23:25:32 +00:00
Glenn Maynard
6fad738ca5
allow rolls to increment the combo
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REQUIRE_STEP_ON_HOLD_HEADS affects rolls
2007-03-18 19:04:49 +00:00
Glenn Maynard
506163fbcd
no checkpoints for rolls
2007-03-18 18:41:51 +00:00
Glenn Maynard
e63743d664
fix INITIAL_HOLD_LIFE: leave at 1 until the hold starts
2007-03-17 03:51:07 +00:00
Glenn Maynard
81f547a879
add InitialHoldLife
2007-03-17 00:56:39 +00:00
Glenn Maynard
7315aa9152
fix editor receptor flash
2007-03-17 00:32:26 +00:00
Chris Danford
575ab5b616
checkpoint off of HoldResult.fLife, not HoldResult.bActive.
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bActive is false any time songRow is >= the end row of the hold. This was causing the last checkpoint to be missed whenever iFirstRowCrossed == iEndRow
2007-03-13 10:04:15 +00:00
Chris Danford
a8690e25e8
hush logging
2007-03-13 08:36:05 +00:00
Chris Danford
fcc5ec4eec
add RequireStepOnHoldHeads
2007-03-13 07:58:27 +00:00
Chris Danford
24353f67ad
add ImmediateHoldLetGo
2007-03-13 07:07:47 +00:00
Chris Danford
356d8d96f5
do explosions during checkpoint only if all rows held
2007-03-13 06:39:59 +00:00
Chris Danford
0ece6fbcfc
checkpoint every 1/2 beat
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do explosions on checkpoint
2007-03-13 06:39:06 +00:00
Chris Danford
fb020ad8de
checkpoint hold comments cleanup
2007-03-13 06:15:17 +00:00
Chris Danford
af9b823b95
experimental: combo checkpoints for holds
2007-03-13 06:00:08 +00:00
Glenn Maynard
c5717006dc
send TapNoteOffset
2007-03-11 04:55:45 +00:00
Glenn Maynard
f5724a2aba
fix TimingWindowSecondsW5=0 causes late notes not to be judged
2007-03-09 18:47:03 +00:00
Glenn Maynard
1d208be68b
consistent on
2007-03-06 22:51:50 +00:00
Glenn Maynard
b1952bff19
combo and judgement can be complex actors; allow changing which actors is
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affected by realtime repositioning
2007-03-03 04:47:01 +00:00
Glenn Maynard
ef8d796c96
same logic for combo positioning as judgement
2007-03-03 01:38:42 +00:00
Glenn Maynard
c147bda34f
message parameters, not lua thread variables
2007-03-02 22:55:36 +00:00
Glenn Maynard
4454a0aa8b
use a regular command for this
2007-03-02 21:50:13 +00:00
Glenn Maynard
1e4b7b1260
Reduce Combo to an AutoActor. Send Combo messages to the
...
whole Player, like Judgment messages.
This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard
13063bdb98
handle Player var the same way for judgment and combo
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remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard
5bcc46afc2
remove sprJudgmentFrame. Do this within Judgment.
2007-03-02 20:29:07 +00:00
Glenn Maynard
4c9b90a480
do judgements in Lua
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remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard
f49cbb703e
don't SetJudgment here. UpdateJudgedRows will do it.
2007-03-02 06:15:08 +00:00
Glenn Maynard
c5a322a6a8
do some combo stuff in lua
2007-03-01 23:40:52 +00:00
Glenn Maynard
f361dc7032
handle MultiPlayer judgements with message parameters to clean
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up judgement handling
2007-03-01 21:22:37 +00:00
Chris Danford
f77647b5ad
enum name cleanup: DIFFICULTY_* -> Difficulty_*
2007-02-22 07:18:05 +00:00
Chris Danford
491ab6eaf5
StyleType enum name cleanup
2007-02-22 06:56:17 +00:00
Chris Danford
599db61b62
Always call LoadAllCommands explicitly.
...
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Steve Checkoway
708f35f4b4
Pull this out of the header. It is not intended to be used by anything else.
2007-02-17 09:37:40 +00:00
Glenn Maynard
d2f43893ce
fix roll autoplay
2007-02-06 03:45:57 +00:00
Glenn Maynard
5c95e56ad8
Only play one copy of each mine sound at a time per player. This reduces clipping from excessive mines and makes them less annoying.
2007-02-01 03:52:50 +00:00
Glenn Maynard
39f6bd46c3
fix off-by-one
2007-02-01 02:48:51 +00:00
Chris Danford
a6f09c5e7c
Pressing a lower extra fret during a single fret hold breaks the hold. Pressing any extra fret during a two fret hold breaks the hold.
2007-01-17 12:41:53 +00:00
Chris Danford
c928ad75fa
add a strum window: After pressing the strum button, the player has some time to hit matching frets before being scored TNS_None
2007-01-17 12:02:56 +00:00
Chris Danford
4e5219cedd
SubType_INVALID -> SubType_Invalid
2007-01-15 23:47:55 +00:00
Chris Danford
1ba463f64a
finish experimental JudgeHoldNotesOnSameRowTogether
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The "possible" calculation for scoring does not yet account for shared scoring of holds that start on the same row.
2007-01-15 23:26:47 +00:00
Chris Danford
6d87063e3c
add Player::UpdateHoldNotes, score groups of hold notes together if JudgeHoldNotesOnSameRowTogether (experimental)
2007-01-15 12:00:14 +00:00
Chris Danford
7a15dddb62
use GetTapNoteRangeAllTracks to iterate holds
2007-01-15 11:33:34 +00:00
Glenn Maynard
ce407f819f
track fOverlappedTime for hold notes
2007-01-15 06:35:09 +00:00
Chris Danford
6bf9354b06
fix crash on hold judgment
2007-01-15 06:16:21 +00:00
Glenn Maynard
b0e8e6603b
send Judgment messages
2007-01-15 04:32:23 +00:00
Glenn Maynard
8d5e0cbc4e
use SetHoldJudgment
2007-01-15 04:30:38 +00:00
Glenn Maynard
a2f7db0232
split out SetHoldJudgment, like SetJudgment
2007-01-13 23:46:05 +00:00
Chris Danford
42a18fdae7
set all active holds to HNS_NotHeld on TNS_None if PENALIZE_TAP_SCORE_NONE
2007-01-06 01:26:11 +00:00
Chris Danford
306cdf7ab5
experimental GH-style hold scoring
2007-01-05 01:20:32 +00:00